In part two of the stylized character creation series, we’ll export the clothing base meshes created in part one from Maya and import them into Zbrush. Where we'll sculpt in the cloth's wrinkles and folds.

In this new multi-part tutorial series, Shaun Keenan shares the techniques and workflow he uses to create characters using Maya and ZBrush. In the first lesson Shaun will demonstrate basic blocking techniques to quickly build a sculpt-able base mesh for the character's clothing, which will then be exported to ZBrush for detailing and refinement in part two.

Shaun Keenan (Fusedgore) is a self taught CG artist. His specialty is Modeling, Rigging, Sculpting, Texturing and Rendering. Shaun has over 7 years of experience in Character Modeling, Character Rigging, Sculpting and Texturing. Primarily a character Modeler, Shaun strives to help as he can with any project people are trying to finish. Many of Shaun's work can be seen at the following links. If you have any questions, Shaun is willing to try and answer those questions by email.
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Deviantart Page.